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[Patch 3.05.1: Karma Remake] General Discussion

Forum Index > LoL General
Post a Reply
1 2 3 4 5 37 38 39 Next All
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2013-03-28 02:12:18
March 28 2013 02:06 GMT
#1
Welcome to the General Discussion thread for the League of Legends subforum. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Certain topics are blacklisted from LoL General Discussion and they include:
  • elo hell
  • tribunal
  • bans, either from TL.net or LoL
  • "what is a tank" (and other vague monikers)
  • AD v ArPen runes
  • GP10 items

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.
Use the LoL Strategy subforum if you have game specific questions. Lastly, confine QQing and bragging to their respective threads.

The newest champion for this patch is Zac, the Secret Weapon. (For real this time.)

Patch 3.05: Live on Mar. 28th, 2013
+ Show Spoiler [Patch Notes] +








Karma, the Enlightened One

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.


  • Gathering Fire (Passive)
    • Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).


  • Inner Flame (Q)
    • Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.

    • Mantra Bonus – Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.


  • Focused Resolve (W)
    • Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.

    • Mantra Bonus – Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.


  • Inspire (E)
    • Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.

    • Mantra Bonus – Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.


  • Mantra (Ultimate)
    • Karma empowers her next ability within 8 seconds for an additional effect.




Akali

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

  • Twilight Shroud
    • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone

    • Akali is now immediately stealthed when casting Twilight Shroud directly on herself

    • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage

    • Delay on re-stealthing increased by 0.15 seconds




Anivia
  • Crystallize
    • Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite's Unstoppable Force




Ashe
  • Focus
    • Now displays the Critical Strike chance bonus on the buff bar




Draven
  • Spinning Axe
    • Now leads Draven more accurately when he is benefiting from Movement Speed increases

    • Axe drop location will no longer be placed partially inside walls / terrain




Hecarim

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

  • Spirit of Dread
    • Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14




Master Yi
  • Double Strike
    • Double Strike swing time now scales with Master Yi's Attack Speed instead of being fixed at 0.6 seconds

    • Fixed a bug where the second strike of Double Strike could critically hit turrets




Riven
  • Wind Slash
    • Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya's Hourglass




Rumble

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we’re adjusting The Equalizer to better match its original intent.

  • Electro-Harpoon
    • Fixed a bug where the visual effect would disappear before the actual end of the projectile


  • The Equalizer
    • No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay

    • Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)




Trundle
  • Pillar of Filth
    • Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite's Unstoppable Force




Udyr

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

  • Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35

  • Monkey's Agility
    • Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance


  • Turtle Stance
    • No longer returns mana when dealing damage

    • Shield increased to 60/100/140/180/220 from 60/95/130/165/200

    • Udyr can now critically strike in Turtle Stance


  • Bear Stance
    • Udyr now ignores unit collision while the movement speed bonus is active

    • Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active

    • Bear stance attacks can no longer be self-interrupted mid-attack

    • Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%

    • Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4


  • Phoenix Stance
    • First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack

    • No longer grants bonus Ability Power and Attack Damage when activated

    • Ability Power ratio on the fire cone increased to 0.45 from 0.15

    • Updated the fire cone's spell effect to be more visible




Warwick
  • Hunter's Call
    • Now displays range indicator on mouseover


  • Blood Scent
    • Now displays range indicator on minimap on mouseover




Zed
  • Living Shadow
    • Fixed a bug where Living Shadow would sometimes cast in a random direction




Items
  • Nashor's Tooth
    • Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)


  • Spirit of the Elder Lizard
    • UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50


  • Maw of Malmortius
    • Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5


  • Champion Select AFK Detection
    • When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.

    • A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.

    • Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.

    • Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.

    • Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.

    • Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.

    • This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.




General
  • Turrets

    In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

    • Turrets now deal 105% damage to champions for the first attack, increased from 94.5%

    • Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)


  • Siege Minions
    • Siege Minions now take 70% damage from Turrets, increased from 50% damage

    • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage


  • Super Minions
    • Super Minions now take 70% damage from Turrets, increased from 50% damage


  • Teleport

    We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

    • Fixed a bug where Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan's Standard or Thresh's Lantern


  • Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check

  • Smart casting with charge-up abilities should be more responsive now



+ Show Spoiler [Previous GD Threads & Patch Notes] +
Zac General Discussion
Quinn General Discussion
Patch 3.02 General Discussion
Season 3 General Discussion
Preseason Balance Update 2
Preseason Balance Update 1
Preseason 1 General Discussion
End of Season 2 General Discussion
Shadow Isles General Discussion
Twisted Fate Update General Discussion
Kha'Zix General Discussion
Syndra General Discussion
Late Aug General Discussion
Rengar General Discussions
Diana General Discussion
Zyra General Discussion
Jayce General Discussion
Draven General Discussion
Darius General Discussion
Spectator Mode General Discussion
Hecarim General Discussion
Lulu General Discussion
Fiora General Discussion
Nautilus General Discussion
Ziggs General Discussion
Sejuani General Discussion
Viktor General Discussion
Ahri General Discussion
Volibear General Discussion
Fizz General Discussion
Shyvana General Discussion
Graves General Discussion

ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 28 2013 02:08 GMT
#2
Incoming Darkness!


Moonbear I predicted darkness and you ruined it.

What kind of thread closer is TRANSMOGULATE? T_T

That said that akali shroud nerf is prolly gonna hurt all her jukes hard.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
March 28 2013 02:09 GMT
#3
Good lunar Diana sir it is patch 3.05 sir
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
Last Edited: 2013-03-28 02:15:27
March 28 2013 02:13 GMT
#4
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
March 28 2013 02:15 GMT
#5
On March 28 2013 11:08 phyvo wrote:
What kind of thread closer is TRANSMOGULATE? T_T

The best closer.

On March 28 2013 11:09 xes wrote:
Good lunar Diana sir it is patch 3.05 sir

I have no idea what you mean. :3
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
GettingIt
Profile Joined August 2011
1656 Posts
March 28 2013 02:20 GMT
#6
Son of a bitch...another Spirit of the Elder Lizard nerf. Well that pretty much makes it useless. I had so much fun using it on Skarner. Why does Riot hate me so much? It wasn't even that strong...
samthesaluki
Profile Joined November 2010
914 Posts
March 28 2013 02:22 GMT
#7
oh forgot to mention i played vs a guy with black alistar today and his ping was like 9 either riot smurf or very close to riot servers
red_
Profile Joined May 2010
United States8474 Posts
March 28 2013 02:22 GMT
#8
Between the two nerfs now Elder Lizard has been nerfed by like, 30%?

Also those turret changes rank incredibly high on my list of patch notes that made me incredibly disappointed in Riot's balance team.
How did the experience of working at Mr Burns' Nuclear Plant influence Homer's composition of the Iliad and Odyssey?
Parnage
Profile Blog Joined February 2010
United States7414 Posts
March 28 2013 02:24 GMT
#9
Oh god those Udyr changes make me hot...
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 28 2013 02:27 GMT
#10
Atleast they didnt make Tiger physical.
or is it already?
:c
Artillery spawned from the forges of Hell
DaBears57
Profile Joined December 2009
United States300 Posts
March 28 2013 02:29 GMT
#11
Patch 3.5 yo
overt
Profile Blog Joined June 2010
United States9006 Posts
Last Edited: 2013-03-28 02:32:33
March 28 2013 02:32 GMT
#12
On March 28 2013 11:13 OutlaW- wrote:
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?


No, it's not. If anything turrets should've been nerfed. Tower diving is already brutally hard in this game compared to other mobas. It's also kind of apparent that Riot dislikes the fast push style that the Koreans popularized with the turret buffs and the nerf to minions.
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
March 28 2013 02:34 GMT
#13
Jesus those turret buffs.
Level 3 turret dives gon' be harder now....
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
101toss
Profile Blog Joined April 2010
3232 Posts
March 28 2013 02:35 GMT
#14
Gandhi want to 1v1 after these ramble nerfs?
Math doesn't kill champions and neither do wards
Parnage
Profile Blog Joined February 2010
United States7414 Posts
Last Edited: 2013-03-28 02:38:29
March 28 2013 02:38 GMT
#15
On March 28 2013 11:32 overt wrote:
Show nested quote +
On March 28 2013 11:13 OutlaW- wrote:
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?


No, it's not. If anything turrets should've been nerfed. Tower diving is already brutally hard in this game compared to other mobas. It's also kind of apparent that Riot dislikes the fast push style that the Koreans popularized with the turret buffs and the nerf to minions.


Someone will most likely stomp me into the ground for this but honestly turrets are annoying as hell but by midgame essentially useless vs people who can dive them, if I play well and go leapin around my turret doing my best to live I'd like to be rewarded with a kill after I go down rather then the guy getting away no problem thanks to turrets not being an issue till the 5th+shot. Conversely, indirect buff to ohmwrecker?
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
overt
Profile Blog Joined June 2010
United States9006 Posts
March 28 2013 02:41 GMT
#16
On March 28 2013 11:38 Parnage wrote:
Show nested quote +
On March 28 2013 11:32 overt wrote:
On March 28 2013 11:13 OutlaW- wrote:
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?


No, it's not. If anything turrets should've been nerfed. Tower diving is already brutally hard in this game compared to other mobas. It's also kind of apparent that Riot dislikes the fast push style that the Koreans popularized with the turret buffs and the nerf to minions.


Someone will most likely stomp me into the ground for this but honestly turrets are annoying as hell but by midgame essentially useless vs people who can dive them, if I play well and go leapin around my turret doing my best to live I'd like to be rewarded with a kill after I go down rather then the guy getting away no problem thanks to turrets not being an issue till the 5th+shot. Conversely, indirect buff to ohmwrecker?


If I outplay you in lane you shouldn't be able to hide behind your turret that does all of my health in three seconds.

It's a lot harder to out play someone in lane, get a big advantage, and then be helpless to kill them without a gank because your turret is too strong than it is to "outplay" someone who's attempting to tower dive you. Even before these buffs it was nearly impossible, or else really really difficult, to tower dive someone early if they had any form of hard CC.

If I outplay someone and they stick around with half HP or less I should be able to punish them. With stronger turrets I can't punish them much at all.
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
March 28 2013 02:42 GMT
#17
nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
GANDHISAUCE
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
March 28 2013 02:43 GMT
#18
Cant wait to try Karma and wtf turret buffs? FINALLY!
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
Last Edited: 2013-03-28 02:46:35
March 28 2013 02:44 GMT
#19
On March 28 2013 11:38 Parnage wrote:
Show nested quote +
On March 28 2013 11:32 overt wrote:
On March 28 2013 11:13 OutlaW- wrote:
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?


No, it's not. If anything turrets should've been nerfed. Tower diving is already brutally hard in this game compared to other mobas. It's also kind of apparent that Riot dislikes the fast push style that the Koreans popularized with the turret buffs and the nerf to minions.


Someone will most likely stomp me into the ground for this but honestly turrets are annoying as hell but by midgame essentially useless vs people who can dive them, if I play well and go leapin around my turret doing my best to live I'd like to be rewarded with a kill after I go down rather then the guy getting away no problem thanks to turrets not being an issue till the 5th+shot. Conversely, indirect buff to ohmwrecker?

Why are turrets supposed to be not useless? A turret-centric game at it's core is very boring and one dimensional. The game should be about champions.
I think Riot is buffing them because they don't like 1v3 dives, but I do not understand. a 2 + turret vs 3 is heavily favorable for the defending side. (it's a countergank)

Turrets being strong is simply protecting people who get outplayed and have a skill disadvantage compared to their opponent. If I shit on you in lane and turrets are weak, I can dive you over and over. Riot doesn't want this because it's "toxic", but I think that it's very bad for the game. Honestly, I think almost nothing (on the micro scale) takes skill to execute in League. It's all making the right decisions and almost none raw, mechanical skill, which is something I don't like and I think that it provides uninteresting game play.
Don't even get me started on "anti-fun" and "burden of knowledge".
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 28 2013 02:48 GMT
#20
On March 28 2013 11:38 Parnage wrote:
Show nested quote +
On March 28 2013 11:32 overt wrote:
On March 28 2013 11:13 OutlaW- wrote:
Turrets buffed by 10%.
I'm out of here.
Baron nerfed, too. Riot is trying to enforce the meta pretty hard...
I don't know whether I should feel sad or disappointed. Buffing turrets is pretty much the worst thing they could have done. The game is already so boring in the first minutes because turrets protect everyone from dying. It's also another nerf to roaming. Is my feeling of disgust unjustified?


No, it's not. If anything turrets should've been nerfed. Tower diving is already brutally hard in this game compared to other mobas. It's also kind of apparent that Riot dislikes the fast push style that the Koreans popularized with the turret buffs and the nerf to minions.


Someone will most likely stomp me into the ground for this but honestly turrets are annoying as hell but by midgame essentially useless vs people who can dive them, if I play well and go leapin around my turret doing my best to live I'd like to be rewarded with a kill after I go down rather then the guy getting away no problem thanks to turrets not being an issue till the 5th+shot. Conversely, indirect buff to ohmwrecker?

Ya past early game turrets dont really do much, even early game they barely do anything unless you like lvl 1 dive or something stupid
Artillery spawned from the forges of Hell
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